This would be useful. Maybe just showing adjacent regions (or the edge of them) would be a good first step.

Yeah I understand needing to be able to line up work that straddles the edge of a region. I've thought about solutions, however I wasn't planning on changing anything due to the difficulty in making it work at all, let alone not be terribly slow. Only showing one region at a time was a trade-off I decided on when I started in the interest of just getting something that works at all.

The best solution would be making it so you don't have to worry about regions at all, and let you scroll over an entire world freely, loading chunks as you go. But doing that and keeping track of the selection as well as changes to biomes so they can be undone/redone and eventually saved makes my brain hurt. :/

I'll revisit finding a way to show a couple of chunks into adjacent regions, but I really, really can't promise anything will come of it. Most feasible would be making only the current region editable, while the edges of the surrounding regions visible but read-only.

Either way there'll be a new version within the next couple of days with at least a few small changes. And again, thank you all for the feedback.

It wasn't lame, it was just difficult to implement. Add to or remove from the selection based on biome, like I did with by blocks, will be in the next version. Still working on the bug where it gets stuck panned over to the bottom right corner of the region. I really appreciate the feedback!

Can this do other dimensions (the Nether and the End)? I believe they store biome information in the same manner, and it would be incredibly helpful for what I'm doing.

To clarify, I need to change Nether biome information from the "Hell" biome (in which Nether mobs spawn) to an Overworld biome of some kind. I know for sure that Nether mobs' spawn conditions are directly linked to the biome type, as I've toyed with tweaking Overworld biomes before. This would be the inverse, so things like no day/night cycle, unusual lava flow, no sleeping and so on would still function, but normal Overworld mobs would spawn. If you could do this, I'd be very grateful.

Can this do other dimensions (the Nether and the End)? I believe they store biome information in the same manner, and it would be incredibly helpful for what I'm doing.

To clarify, I need to change Nether biome information from the "Hell" biome (in which Nether mobs spawn) to an Overworld biome of some kind. I know for sure that Nether mobs' spawn conditions are directly linked to the biome type, as I've toyed with tweaking Overworld biomes before. This would be the inverse, so things like no day/night cycle, unusual lava flow, no sleeping and so on would still function, but normal Overworld mobs would spawn. If you could do this, I'd be very grateful.

At the moment I would recommend going into your world's save folder, rename the folder "region" to something else, such as "_region". Then go into "DIM-1" for the Nether or "DIM-2" for the End, and cut the "region" folder there, go up one level, and paste. Then open the world in Biome Painter, make and save your changes, move the "region" folder back to "DIM-1" or "DIM-2", and rename "_region" back to "region". Convoluted, but it should work.

Excellent tool. You have achieved something that many people have wished for for a long time.

I also have a suggestion:
This is for some time down the line, in a future update, if it's not going to be too difficult as I realise that it will probably require a decent amount of work..
My suggestion would be the integration of MisterFibers ExtraBiomesXL mod so that we could paint these biomes over the world. Here is the link to his thread - http://www.minecraftforum.net/topic/1090288-124-125-extrabiomesxl-v113-classic-v115-classic-updated-for-125/
It couldn't hurt to ask MisterFiber for any information that you might need to see if it is a do-able option.
The biomes on offer from this mod are far more varied and far superior to those offered by vanilla Minecraft and it is a very popular mod that would only add to the popularity of your own mod. Whether you could do this as a selectable option between Vanilla and EBXL or have BiomePainter load a biome file (like World Painter does) or whichever way suits you best.

I look forward to reading what you think and if you think it may be possible.

Your tool is great! It works perfectly!
Now I could get rid of some swamp biomes and some litte failures when i worked on my map with mcedit

But it's a little confusing that I can't mark things when "Tool Tips" is enabled oO

I have 2 suggestions, maybe they are possilble:
- It would make some things sometimes easier if i could load a few map parts at once.
- An option to remove snow and/or trees before adding new ones if wanted

Changes are: Two rings of read-only chunks from adjacent regions are displayed around the currently loaded one. After opening a world, you can switch to viewing a list of regions from the Nether or End from the file menu. And now biomes are read in from a file, Biomes.txt. For more details on that, please view the changelog. And thank you.

This is a fantastic program, you have made there! As an admin, who manages a private alpha-world on a server since 2010, your retroBiomes and this Biome Painter are some of the most important tools!

This is my first post in the minecraft-community in general, and this is because of a request for this tool:

I see a great potential of this program to be a anvil-compatible mapping programm! Most of the needed procedures are already in place, whats missing are routines for saving and reading of png-files.
I have used PixelMap before, but this isn't anvil-compatible and who knows when the developer does have time for it.

If I'm allowed,I would like to suggest some things, you could implement:

- introduction of a cache-folder, where a relatively independent thread of the program could store images of the biome and landscape layers as pngs in world subfolders and subfolders for different dimensions, and each region's png with coordinates and an hashcode of the region as a name.
The thread could have a queue of all regions of the opened world, maybe with an option to only compute regions which can be seen at the moment.

- if the png of the region already exists and the hash of the region is the same as in the png's name, there is no need to load and compute the region again.

- those pngs could be "mipmapped" (maybe one chunk -> one pixel) to make it possible to show an overview of the whole map inside the Biome Painter with tiny resources!

example:
[pixelcolour]=add each colour/(16*16)
or something like that

-transparency for glass, ice and water with a factor

exaple:
go down to block which is not ice/water/glass
do until block=air
[new colour]=[colour before]*0.6+[colour of ice/glass/water]*0.4
go one up
loop

-colourmap with block ids, the same you just did with the biomes

-Global biome-changing operations, to merge the funktionality of retroBiomes with all the things you've implemented afterwards within Biome Painter. This could also be done through the mipmapped overview, where each pixel can stands for a whole chunk and a selektion mask, if one likes to do it manually

-save the whole world as landscape-map/biome-map through putting all the cached pngs toghether
alpha-channel=0 where no chunk exists

-command-line operators for all things one can think of! (XD):
worldpath
X/Z or region coords for a selection box (else global)
dimension
close after finishing?
map slice of the wold (from y1 to y2) (useful for nether)
output png as a world map, landscape-map or biome-map
replace id1, id2
fill with id
...?

All those global operations can be done through loading and saving the regions one after another, like retroBiomes does.

I can confirm this, I've the same system. Everytime you click, the program's window flickers once (foreground/background switching) and nothing happens on the image. If you click often, this can be overcome.

An update: I fixed the thing with tooltips getting in the way on Windows XP, it'll be in the next version.

Being able to globally apply or replace a biome or biome scheme like in Minecraft Retro Biomes, except not just Beta 1.7 biomes, is a good idea. Not sure how to handle the ui for that though. Maybe only through command line options, and then no gui whatsoever, just text output? It'd make implementing it simpler. I'll think about it.

Works great, but seems to have some bugs with the damage value (Bug 1).
All listed colours in "Blocks.txt" are correctly drawn for the corresponding block in the world, IF there is no damage value involved.

What I did:
-make a 4x4 pattern of wool, colours in the same order like in the creative inventory
(white is the first, black the last block)

What happened:
On the generated map the 1. and the 2. row are flipped with each other, as are the 3. and the 4.
It shows the colours as they would be in this order:
04 05 06 07
00 01 02 03
12 13 14 15
08 09 10 11

The blocks in the list have the right colour, so it's a bug in the code.
Also powered redstone wire does only show up as unpowered, despite the damage value being more than 0.

I have added some values to the block list for you, here is the new list:

I did a post in McTwist's thread thanking him for PixelMap, plus that:

I did a quick test on both PixelMap versions, but the outcome isn't that pretty
System: WinXP 32bit, C2D E8400, 4GB Ram, nVidia GTX260

31stCenturyMatt's version: has a dependency to "libgcc_s_dw2-1.dll" and won't start without it.
McTwist's version: crashes after a short time with default settings with >>The instruction at "0x004166d7" referenced memory at "0x01f0e91d". The memory could not be "read".

I will help, where I can.
I wish happy coding to both of you and the best success!